I love the manual assignment, some mods get crashy if you change their item ids to avoid a conflict. Could you add in a override older id option? I know it would be save braking if used wrong, but it would save having to figure out a proper install order for the 60+ mods I use to make them all play nice.
That's a good idea. And I'll add an Automatic assignment option as well.
Even so, at least overriding it could have issues. I'll try and do it as cleanly as I can, and make it so it asks you to restart afterwards.
To be honest I have no idea what to do with you. I'm assuming that was modloader.txt, so it should include my logging. But it doesn't show anything at all. The only other thing I can suggest is to make sure it's overwriting the block and item classes.
If you are wondering why is says blockbookshelf, it's because of ModLoader.RegisterBlock(new BlockBookshelf(5, 10)), and 29 is the earliest empty slot, so that's what auto-assign picked.
If you are wondering why is says blockbookshelf, it's because of ModLoader.RegisterBlock(new BlockBookshelf(5, 10)), and 29 is the earliest empty slot, so that's what auto-assign picked.
Well that is supossed to be fixed by a Autoid mod (ok nothing is totally perfect) I still not begin to play until I find a ID fixer, I gonna test your tool now.
Well that is supossed to be fixed by a Autoid mod (ok nothing is totally perfect) I still not begin to play until I find a ID fixer, I gonna test your tool now.
No, I mean it's showing the override function. I used autoid on that faked bookshelf, it chose 29, then I moved over to 29 with the autofertilizer sprinkler to show that button. When you press it it basically swaps everything.
I REALLY(!) like this mod, it saves me a lot of trouble!
I'm a mod maker myself, and i'm going to update my mod with tonnes of new block and that made me concerned about conflicting with other mods through ID's. But this mod saves my ass pretty well, so tonnes of credit to you! :wink.gif:
If it's okay for you, will i refer to this post on my official mod thread, and suggest to people to install this and avoid conflicts between mods.
This also works like a charm, and i successfully changed like 15 ID's so i could use more mods using the same ID's :wink.gif:
Btw, have you thought about adding a increased block ID's mod or something like that, it would be really neat and the combination with this mod would make it wonderful! :biggrin.gif:
Adding that edits a lot of classes. MCExtended does however extend blockIDs to 1024.
And I had the same feeling, and I was only adding one block. In fact, I had this set up for my mod only at first, but then I thought 'why not make it work everywhere'.
I tried this, couldn't get in my world. Tried going in and it crashed, no error report. I went in with a debug.bat and my inventory had been cleared. Luckily I'm not an internet idiot and I backed up my saves and inventory. I hope you can find this, cause it looks pretty cool.
Unfortunately, I'm having some trouble with it and Xie's mods. I'm not sure what it is, but I think Xie overwrites some the default tools and uses the original ID. I will investigation further based on your answer to the below question, but I did notice that the Item ID's for the tools was much bigger than what they should be, which I assume is due to the larger offset needed for Minecraft Extended's additional blocks.
I am using Minecraft Extended, but I am not using the More Block ID's portion of it, thus, should I be using the non-MC Extended version? And if I do use that version, what do I do with the shared gk.class?
The main reason I don't use the MoreBlock ID's portion of Minecraft Extended at this time is because some of my mods that deal with official Minecraft items appear to reference those items by ID instead of name, and changing that ID causes a lot of strange things to happen.
Unfortunately, I'm having some trouble with it and Xie's mods. I'm not sure what it is, but I think Xie overwrites some the default tools and uses the original ID. I will investigation further based on your answer to the below question, but I did notice that the Item ID's for the tools was much bigger than what they should be, which I assume is due to the larger offset needed for Minecraft Extended's additional blocks.
I am using Minecraft Extended, but I am not using the More Block ID's portion of it, thus, should I be using the non-MC Extended version? And if I do use that version, what do I do with the shared gk.class?
The main reason I don't use the MoreBlock ID's portion of Minecraft Extended at this time is because some of my mods that deal with official Minecraft items appear to reference those items by ID instead of name, and changing that ID causes a lot of strange things to happen.
Yes, the next version should fix the issue where it acts as if it always has more block IDs. As well, if you want to enable overwriting you can use the cancel button (Now labelled 'Cancel and Return') to simply allow it to overwrite, at least for Item IDs.
Oh, and I'm adding a menu to the Mod Options window as well, so you can remove your saved block IDs. With that however, you will have to restart Minecraft to take effect, and it will ask you to set those blocks again, in addition to the override button.
Ok this mod looks awsome. I am having a problem with it though. I have tried three different ways to get an error report and I can't get one. Here's what I got.
Modloader 1.6.6
GuiAPI0.10.1-1.6.6
toomanyitems 1.6.6
single player commands 1.6.6
I have them all installed and working. When I put your mod in I get a black screen but it just stays there. The game does not crash"i think thats why no crash report" but it just sits there for ever.
I would love to get this mod working if anyone can help me please let me know
I'll need to see if a block id conflict comes up, but I think you might be wrong about the last part. Better Wood/ Premium Wood 12.0 changes both of those classes and it seems to work. On my test map, I found a maple tree and was able to get different wooden planks for it and the Birch Tree found, though it took a little looking around. Hopefully, that's the case, because it's one of my favorite mods and it adds a bunch of new trees to chop down. I still have yet to encounter the so-called magic(al exploding) tree.
Edit: Never mind. It works with that mod, but if I try to add any more mods, it crashes as soon as I boot it up. I've since made separate jars for this mod and mods I used with it and one for Better Wood. Also, thanks to this mod, I think I found out why my wood was glitching. Premium Wood/ Premium Wood uses both files. Iron bars use one of the two files. I think that might of caused a conflict that made Premium Wood glitchy. Thanks, ID Resolver. You might resolved that issue as well. As a result, no more iron bars for me.
"I don't plan to add a new dimension at the moment. It's just to performance heavy on servers, and the current dimensions need more attention before we start adding new ones." < Yeah, like biomes or actual varied terrain in the nether. Nether ruins didn't do the trick at all.
That's a good idea. And I'll add an Automatic assignment option as well.
Even so, at least overriding it could have issues. I'll try and do it as cleanly as I can, and make it so it asks you to restart afterwards.
To be honest I have no idea what to do with you. I'm assuming that was modloader.txt, so it should include my logging. But it doesn't show anything at all. The only other thing I can suggest is to make sure it's overwriting the block and item classes.
Copy it in minecraft.jar again.
If it's loaded, it should log something like
in modloader.txt.
Thank you, thank you.
Man, I am just quaking right now.
You have made my life so much easier!
Awesome!
Just wonder this don't re assign ID are already defined, for avoid missing Items or inworld block changes.
Just touching up the overriding.
I wish you can fulfill this :smile.gif:, but have the manual version too inside for any reason (shameless bump)
http://cl.ly/0h2w040i2U2J0Y1d1z0G
If you are wondering why is says blockbookshelf, it's because of ModLoader.RegisterBlock(new BlockBookshelf(5, 10)), and 29 is the earliest empty slot, so that's what auto-assign picked.
Well that is supossed to be fixed by a Autoid mod (ok nothing is totally perfect) I still not begin to play until I find a ID fixer, I gonna test your tool now.
No, I mean it's showing the override function. I used autoid on that faked bookshelf, it chose 29, then I moved over to 29 with the autofertilizer sprinkler to show that button. When you press it it basically swaps everything.
That's what auto assign does.
Adding that edits a lot of classes. MCExtended does however extend blockIDs to 1024.
And I had the same feeling, and I was only adding one block. In fact, I had this set up for my mod only at first, but then I thought 'why not make it work everywhere'.
Unfortunately, I'm having some trouble with it and Xie's mods. I'm not sure what it is, but I think Xie overwrites some the default tools and uses the original ID. I will investigation further based on your answer to the below question, but I did notice that the Item ID's for the tools was much bigger than what they should be, which I assume is due to the larger offset needed for Minecraft Extended's additional blocks.
I am using Minecraft Extended, but I am not using the More Block ID's portion of it, thus, should I be using the non-MC Extended version? And if I do use that version, what do I do with the shared gk.class?
The main reason I don't use the MoreBlock ID's portion of Minecraft Extended at this time is because some of my mods that deal with official Minecraft items appear to reference those items by ID instead of name, and changing that ID causes a lot of strange things to happen.
Yes, the next version should fix the issue where it acts as if it always has more block IDs. As well, if you want to enable overwriting you can use the cancel button (Now labelled 'Cancel and Return') to simply allow it to overwrite, at least for Item IDs.
Oh, and I'm adding a menu to the Mod Options window as well, so you can remove your saved block IDs. With that however, you will have to restart Minecraft to take effect, and it will ask you to set those blocks again, in addition to the override button.
Modloader 1.6.6
GuiAPI0.10.1-1.6.6
toomanyitems 1.6.6
single player commands 1.6.6
I have them all installed and working. When I put your mod in I get a black screen but it just stays there. The game does not crash"i think thats why no crash report" but it just sits there for ever.
I would love to get this mod working if anyone can help me please let me know
Its Failing to load a sponge mod and BetterGlass...
http://www.minecraftforum.net/topic/366558-slanting-fences-on-half-blocks/page__st__140__gopid__5738864#entry5738864
He said he put modloader in
http://www.minecraftforum.net/topic/366558-slanting-fences-on-half-blocks/page__st__140__gopid__5738864#entry5738864
Edit: Never mind. It works with that mod, but if I try to add any more mods, it crashes as soon as I boot it up. I've since made separate jars for this mod and mods I used with it and one for Better Wood. Also, thanks to this mod, I think I found out why my wood was glitching. Premium Wood/ Premium Wood uses both files. Iron bars use one of the two files. I think that might of caused a conflict that made Premium Wood glitchy. Thanks, ID Resolver. You might resolved that issue as well. As a result, no more iron bars for me.